Game Guide

A few sections (e.g. multiplayer lobby/chat, profile etc.) are outdated with the last update. Ingame stuff is up-to-date. Game guide will be updated soon.

Contents

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Basic Game Concepts

Goal

In the standard game mode the one and only goal is to capture the sector with the enemy HQ. As soon as the sector belongs to you, you win the game! If you loose the sector with your HQ, the game is lost. Therefore you should protect your HQ sector at all cost!

hqlost

There are other game modes (e.g. during the campaign) where you have a ThinkerBrain unit which you have to protect. In those game modes the ThinkerBrain can enter HQs and the HQ only produced RoboBrains when there is a ThinkerBrain in the HQ. But you will be told about that during the campaign.

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Interface

Here is a sneak peek at the ingame interface showing all interface elements:

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Navigating around the map

Navigating around the map is easy:

Scroll

Scroll the map by moving one finger while touching down. The scroll has some inertia so if you move while lifting the finger, the map will scroll a little further.

mapscroll

Zoom

Zoom the map by moving your fingers while touching down with two fingers. If you zoom out to a certain point the zooming will stop. If you zoom out again from that point, the view will change to the strategic view (see advanced game concepts).

mapzoom

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Selecting and commanding units

To select a unit you just touch it with a short touch:

selectsingle

You can also select more than one unit at once by doing a short multitouch forming a rectangle (don’t move your fingers or you will start to scroll!):

selectmulti

Selected units are then commanded by selecting them and then touching somewhere on the map, other units or buildings.

There are usually two options, depending if you do a short touch (touch  for shorter than 0,5 seconds) or a long touch (touch for longer than 0,5 seconds)

Depending on the selected unit type and the touched target type the following happens:

Short touch on target

If selected unit has attack ability (Most units except e.g. RoboBrains, ThinkerBrains, Shield Tanks, …)

  • Target type: Impassable Terrain : Unit moves as close as possible to destination
  • Target type: Free Terrain : Unit moves to destination
  • Target type: Enemy Unit : Unit attacks enemy unit
  • Target type: Neutral Unit : Unit moves to neutral unit
  • Target type: Own Unit : Select own unit
  • Target type: Own Building : Building is selected
  • Target type: Other Building : Unit moves to building

If select unit has commander ability (E.g. RoboBrain, ThinkerBrain)

  • Target type: Impassable Terrain : Unit moves as close as possible to destination
  • Target type: Free Terrain : Unit moves to destination
  • Target type: Enemy Unit : Do nothing
  • Target type: Neutral Unit : Unit moves to neutral unit and enters the unit (RoboBrain only)
  • Target type: Own Unit : Select own unit
  • Target type: Own Building : Select building
  • Target type: Other Building : Building is selected

Long touch on target

If selected unit has attack ability (Most units except e.g. RoboBrains, ThinkerBrains, Shield Tanks, …)

  • Target type: Impassable Terrain : Unit moves as close as possible to destination
  • Target type: Free Terrain : Unit moves to destination
  • Target type: Enemy Unit : Unit moves to destination
  • Target type: Neutral Unit : Unit moves to destination
  • Target type: Building : Unit moves to destination
  • Target type: Own Unit : Unit moves to destination
  • Target type: Other Building : Unit moves to destination

If select unit has commander ability (E.g. RoboBrain, ThinkerBrain)

  • Target type: Free Terrain : Unit moves to destination
  • Target type: Enemy Unit : Do nothing
  • Target type: Neutral Unit : Unit moves to destination and enters unit (RoboBrain only)
  • Target type: Own Unit : Unit moves to destination
  • Target type: Own production building : Unit moves to destination and enters buidling (RoboBrain only)
  • Target type: Own HQ: Unit moves to destination and enters buidling (ThinkerBrain only)
  • Target type: Other building : Unit moves to destination

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Production

Units are produced by the factories scattered over the map. You don’t have to pay for the construction, but the construction will take some fixed time interval.

Brain requirements

The HQ produces RoboBrains all the time and vehicle/suit factories require a brain to be inside the factory which is later put into the produced vehicle. You can command a RoboBrain to move into a factory by selecting the RoboBrain and then doing a long touch on the factory. A factory can hold multiple brains which are used in first-in-first-out order.

Produced unit type selection

Each of the production buildings offers a selection of different units to produce. To change the next queued production of production buildings owned by you:

  1. Select the building with a single short touch
  2. Do a long touch and move your finger (while holding down) in the direction of the desired unit type icon to select the production
  3. Lift your finger to set the production

production

If you don’t want to change the production, just select the X button.

Production queue

There is a production queue with two vehicles for each production building (displayed as text on the building). When you change the production as described above, the current produced vehicle will not be changed. Only the vehicle type queued after the currently produced vehicle type is changed. This prevents the production countdown from being reset.

If you want to force a production change of the currently produced vehicle type, select the yellow “change production now” icon in the production menu. Then the currently produced type will change instantly BUT the production countdown will reset and you loose the current production progress:

productionchangenow

Vehicle production and RoboBrains

As mentioned above the production of vehicles is on hold when no brain resides inside the factory. The text will say “need brains!” in that case:

build_a

You can command a brain to move into the factory by selecting the brain and then doing a long touch on the factory. The text of the building says how many brains reside inside the building. You can put an unlimited amount of brains into a factory and they will populate the produced vehicles in the order you moved them into the building. When a sectors changes its owner, all brains pop out of the factories of that sector.

build_b

You can remove a brain from a factory by selecting the factory and then touching the red cross button on the lower side of the screen (same as removing a RoboBrain from a vehicle).

Brain auto call mode

You can automate the brain assignment task. In the production building menu, select the gear to toogle automatic calling of brains.

If enabled, the production building will automatically call the closest available RoboBrain if there is only one or no RoboBrain in the building.

brainautocall

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Capturing sectors

To gain influence and increase your production, you have to capture more sectors. Usually you start with the sector which has your HQ and a factory. Sectors can either be yours or they are neutral or they belong to the enemy. The flag is the central point of a sector and the flag color shows who owns the sector. The ownership is also shown on the strategic view and indicated by the color of the sector border dots.

To capture a sector (either neutral or enemy) you have to move with one of your units close to the flagpost. RoboBrains and ThinkerBrains can not capture a sector! As soon as you are close enough, the percent indicator of the flagpost will count down to zero. This is also indicated by the height of the flag.

capture_one

Capturing a sector takes some time and to capture quicker you can send additional units. Each additional unit will improve the capturing rate a little (with decreasing efficency).

capture_multi

As soon as the percentage hits zero, the sector ownership changes. This has the following effects:

  • The sector belongs to you and you can now use all buildings in that sector
  • All enemy brains residing inside the factories will be thrown out of the buildings
  • All enemy brains commanding turrets will pop out of the turrets

capture_done

Usually it is a good idea to not move your units away immediately after you captured a sector but to reinforce the flagpost by bringing it up to 100%. This makes it harder for the enemy to capture the sector (it will take a longer time).

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RoboBrains

One of the key elements of ProjectY are the RoboBrains. RoboBrains have one sole purpose: They act as commanders for vehicles/suits and turrets. RoboBrains can command any sort of vehicle and they gain experience and can level up (see next chapter).

RoboBrains can only enter neutral units and empty turrets in sectors owned by you. To enter a unit:

  1. Select one of your RoboBrains
  2. Touch the neutral unit and the RoboBrain will move there and start commanding the vehicle.

An alternate way is to not select anything, then touch a neutral unit and it will call the closest available RoboBrain.

enter

Each time a vehicle with RoboBrain is hit, some damage goes to the vehicle and some damage goes to the driver, with the ratio depending on the type of vehicle (the factor is shown in the unit info screen under “Armor Factor for Driver”).

When the vehicle itself reaches zero health it is destroyed. If the RoboBrain still has some health, it will jump out and you should try to move it away from the battle (or quickly enter another neutral unit). RoboBrains popped out of destroyed vehicles will automatically move to your closest HQ or repair facility.

When the RoboBrain health reaches zero it is destroyed. If the vehicle still has some health, it will survice and be neutral again. Take care, the enemy can then just overtake that vehicle with an own Robo Brain. This is especially dangerous if it is a powerful vehicle! Take extra care of snipers as they will only hit the RoboBrain inside the vehicle and not the vehicle itself.

To remove a RoboBrain from a vehicle, use the leave button on the bottom of the screen when the unit is selected:

removebrain

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Experience

Experience Points (XP)

Robo Brains gain experience from several actions they perform:

  • Capturing enemy or neutral flags: 0.2 XP per second
  • Reeinforcing own flags: 0.1 XP per second
  • Dealing damage: 0.02 XP per damage dealt
  • Hacking other units (Hacker Suit): 10 XP for hacking 100%
  • Repairing other units (Repair Unit): 1 XP for healing 50 health
  • Supporting other units (Commander): 0.2 XP for each XP gained by other unit through the Commanders ability
  • Spotting (Spotter with UAV): 0.01 XP per second for each enemy unit detected

Level Up

When the XP reaches a certain level, a level up is available for the Robo Brain.

This takes place at the following XP levels (level 1 is the starting level, level 25 is the maximum level):

LevelXP required
1-
210
330
460
5100
6150
7210
8280
9360
10450
11550
12660
13780
14910
151050
161200
171360
181530
191710
201900
212100
222310
232530
242760
253000

which are indicated by the following level icons:

upgradlevelicons

When a level up is available an indicator will be displayed on the unit. You can then select a level up bonus by:

  1. Select the unit
  2. Long touch down to show the upgrade menu
  3. Move your finger to the upgrade you want
  4. Lift the finger to select the upgrade.

You can not change the upgrade anymore if you already selected and applied it to the brain!

upgrade

The following upgrades are available:

upgradicons

  • Damage: Increases basic damage. Damage dealt is calculated by (basevalue x (1 + 0.15 x Damagebonuspoints))
  • Range: Increases maximum firing range and support range for e.g. Commander and Repair Unit and spotting range for Spotter UAV. Range is calculated by (basevalue x (1 + 0.08 x Rangebonuspoints)
  • Health: Increases maximum health. Max. Health is calculated by (basevalue x (1 + 0.3 x Healthbonuspoints)
  • Armor: Increases basic armor. Damage taken is calculated by (basevalue / (1 + 0.4 x Armorbonuspoints))
  • Speed: Increases maximum speed, acceleration, turnrate and reloading speed for pulsed laser and projectile weapons. Values are calculated by (basevalue x (1 + 0.2 x Speedbonuspoints)

Brains keep their upgrades until they die.

Automated Level Up

Manual level upgrades might become tedious with a increasing number of units. You can enable automated level up in the options menu if you like (this is recommended):

optionsmenu_outlevelup

To change how the auomated level upgrades are selected for each unit type, go to the Auto Upgrade Setup Menu (from Options Menu):

autoupgrade_setup

You can select the affected unit type with the buttons on the left. For each unit type you can change how the automated level up selects the stat to upgrade. Setting e.g. the complete probability on one stat (e.g. 100% on range) will force to level up that stat until it is maxed out and then randomly level up the other stats. The sum of probability is always 100%, it just says which stats are more probable to be upgraded during automated level up.

The automated level up instantly takes place when a unit reaches a new xp level.

The settings in the auto upgrade setup menu are preserved during game sessions (stored on the device) and allow you to define your personal level up strategy.

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Battles

Battles are fought by units with attack ability. You either command units to follow and attack a target unit or you just leave a unit on watch somewhere and it will attack all enemies coming in range or attacking the unit.

Each unit has a health value, vehicles as well as brains. When a vehicle is attacked, some part of the damage hits the vehicle while another part hits the brain inside the vehicle.

There are currently three weapon damage classes: Laser, Projectile and Special.

Each unit has two armor ratings: armor against laser and armor against projectiles. Furthermore vehicles have an additional armor value which defines which amount of the damage hits the brain inside the vehicle.

Damage taken for a vehicle is: Damage * Armorfactor (Laser or Projectile)

Damage taken for the driver is: Damage * Armorfactor (Laser or Projectile) * ArmorfactorDriver

The damage is subtracted from the health of the unit. Whenever a units health reaches zero, the unit is destroyed. If the vehicle is destroyed first, the brain jumps out. When the brain is destroyed first, the vehicle becomes neutral.

Weapons have a maximum range and some have a minimum range as well. The weapon can only fire within these min and max ranges (shown here for a laser turret):

range

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Fog of War

If you enabled it in the game settings or play the campaign, black fog of war will cover the whole map in the beginning. Only the part in visibility range of your units and buildings is shown.

When you move your units across the map, you will uncover the fog of war. The Spotter unit with its UAV is especially good at removing fog of war. Some units have less visibility range than firing range (e.g. the Rocket Tank) and require support by units with increasing visibility range to be able to fire at targets at maximum range.

As soon as some area of the map is no longer visible to your units, the fog of war will come back, leaving only the terrain and buildings visible. Enemy units, flag colors and flag percentage and building colors and sector colors are hidden again. You can not target enemy units in fog of war.

fow

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Actionbar Buttons

The action bar on the bottom of the screen contains buttons which depend on the currently selected unit or building.

Here is a short overview of the possible buttons:

Menu and Options

Main Menu

On game init you will be in the main menu with the following options:

  • Singleplayer: Go to campaign, tutorial or singleplayer custom games menus
  • Hall of Fame: Show the Top 10 players around the world
  • Multiplayer: Go to multiplayer custom games
  • Credits: Show the credits
  • Options: Go to the options menu
  • Profile: Show your player profile and stats
  • Website: Go to this website
  • Game Guide: Go to this game guide
  • Forum: Go to the discussion forum on this website
  • Exit: Exit the game
  • Version number: Go to update news menu

menu_main

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Options Menu

Here you can change some game settings.

  • Language: Change language (atm English or German)
  • Minimap: Toogle the ingame minimap and change its size
  • GUI Scaling: Affects the size of the ingame GUI elements (text, buttons, icons, …), change this if you think the text is to small or to big
  • Game Speed: Changes the speed of the game (everything, e.g. production, movement, …)
  • Active Scoll Distance: Sets the threshold for detection of a movement as percentage of the screen size (some devices have this already built in from hardware side, e.g. the Galaxy S2 has approx. 0.02 threshold)
  • Event verboseness: Select which events are shown on the left of the ingame screen
  • SFX Volume: Sets the sound effect volume
  • Music Volume: Sets the background music volume
  • Auto Level Up: Toogle automated level upgrades
  • Auto Upgrade Setup: Go to the automated level upgrades setup menu
  • Back: Back to main menu

menu_options

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 Auto Upgrade Setup Menu

Here you select the automated upgrade path.

  • Select the unit type with the buttons on the left and change the upgrade probability with the sliders on the right (described in detail in the auto level up paragraph).
  • Back: Back to option menu

autoupgrade_setup

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Top 10 Menu

Shows the worldwide top 10 players and their current score.

  • Back: Back to main menu

 

menu_top10

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Credits Menu

Shows the game credits.

  • You find more credits and details here on the website
  • Back: Back to main menu

menu_credits

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Profile Menu

Shows your profile and current stats.

  • Nick: Touch the name to change your nick name (displayed e.g. in the Top10)
  • Account: If you use multiple accounts on your device select the account used by ProjectY here. This account is used to store your score and stats online on the Profile Server
  • Achievements: Go to the achievements menu
  • Back: Back to main menu

menu_userprofile

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Achievements Menu

Shows all existing achievements and highlights the achievements you already earned. Achievements are stored on the device and synced to the profile server

  • Back: Back to profile menu

menu_achievements

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Update News Menu

Shows the current version update news.

  • Red: Important news
  • Orange: Bug fixes
  • Green: New features
  • White: Game changes (e.g. balancing)
  • Back: Back to main menu

menu_versioninfo

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Singleplayer Menu

Here you select which kind of singleplayer game you want to play.

  • Campaign: Goes to campaign menu
  • Tutorial: Goes to the tutorial menu
  • Custom Game: Goes to singleplayer custom game creation menu
  • Load Game: Goes to singleplayer load game menu
  • Back: Back to main menu

menu_singleplayer

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Custom Singleplayer Game

Here you can start a custom singleplayer game and make game settings.

  • Available Units: Selects which unit types are available
  • Start Sectors: Selects how the initial sector ownership is set (clustered means sectors of the same owner are close to each other. no neutral means that all sectors are distributed, even if that means one player gets more sectors than another)
  • Start Game: Starts the custom game
  • Map Info: Shows the map info page on this website
  • Drop Crates: Toogles random crate drops during the game
  • Difficulty: Sets the AI difficulty
  • Build time: Sets the Build time factor (affects Spec Op time as well, 1x is normal speed, 2x means everything takes twice as long to build)
  • Game type: Selects the game type (only Standard atm)
  • Fog of War: Toogles Fog of War
  • Map: Touching the map text, image or #players or map name will switch the map. If you have not purchased a map it will be shown and you can purchase it (the start game button will be gone). If you purchased a map you have to download it, the Start Game button will change to a download button.
  • Playerlist:
    • Touching the player “Type” will change the player type (e.g. touching “Human” will change it to “AI”). If you only have AI players, the game will play itself with a AI vs AI match when you hit “Start Game”.
    • Touching the Playercolor will change the player color
  • Back: Back to singleplayer menu

menu_sp_custom

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Load Game Menu

Here you can load saved games.

  • Slots: Touching one of the slots will load the corresponding save game (singleplayer or multiplayer depending on savegame type)
  • Back: Back to singleplayer menu

menu_loadgame

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Campaign Menu

The current campaign is shown in the center together with the current campaign progress info. You can change the current campaign by touching the campaign image. If you have not yet downloaded the campaign, it will show “Download” instead of the “Continue” button

  • Continue: Continues the current campaign from the last played level (will not load the last game but will start a new game on the current campaign map)
  • Difficulty: Selects the AI difficulty
  • Replay Episode: Goes to the campaign progress menu where you can pick missions you already player
  • Back: Return to singleplayer menu

menu_campaign

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Campaign Progress Menu

Shows the current campaign progress. Mission icons are shown for all maps you already played (and maybe the last mission you have not yet finished)

  • You can select one of the missions you already play
  • Start Replay: Starts the selected mission (so you can replay missions you already played)
  • Back: Back to campaign menu

menu_campaignreplay

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Tutorial Menu

The tutorial is the place where you learn about the functions of ProjectY. It is a short mission.

  • Tutorial: Will start the tutorial
  • Difficulty: Sets the AI difficulty for the tutorial
  • Back: Back to singleplayer menu

menu_tutorial

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Multiplayer Menu

Here you start/join multiplayer games.

  • Splitscreen: Goes to splitscreen game creation menu
  • Host server: Goes to the host server menu
  • Join LAN Game: Goes to the LAN server selection menu
  • Join direct IP: Goes to the enter IP menu
  • Join public game: Shows the public server menu
  • Public Chat: Enters the public chat menu
  • Back: Back to main menu

menu_multiplayer

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Splitscreen Multiplayer Menu

Allows to play a splitscreen game where two players can play on one device. Great for large tablets if you sit facing each other.

  • Options here are similiar to the singleplayer custom game menu
  • Start Sectors: Selects how the initial sector ownership is set (clustered means sectors of the same owner are close to each other. no neutral means that all sectors are distributed, even if that means one player gets more sectors than another)
  • Fog of War: Toogles Fog of War
  • Available Units: Selects which unit types are available
  • Difficulty: Sets the AI difficulty
  • Build time: Sets the Build time factor (affects Spec Op time as well, 1x is normal speed, 2x means everything takes twice as long to build)
  • Start Game: Starts the splitscreen multiplayer game
  • Map Info: Shows the map info page on this website
  • Map: Touching the map text, image or #players or map name will switch the map. If you have not purchased a map it will be shown and you can purchase it (the start game button will be gone). If you purchased a map you have to download it, the Start Game button will change to a download button.
  • Playerlist:
    • Touching the player “Type” will change the player type (e.g. touching “Human” will change it to “AI”).
    • Touching the Player color will change the player color
  • Back: Back to multiplayer menu

menu_mp_split

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Host Server Menu

Allows you to host a server for LAN or Internet games. To play a multiplayer game with multiple devices, one player has to host a game. ProjectY uses a classical Client-Server architecture based on RakNet for multiplayer games.

  • Options here are similiar to the singleplayer custom game menu
  • Start Sectors: Selects how the initial sector ownership is set (clustered means sectors of the same owner are close to each other. no neutral means that all sectors are distributed, even if that means one player gets more sectors than another)
  • Fog of War: Toogles Fog of War
  • Available Units: Selects which unit types are available
  • Drop Crates: Toogles automated crate drops
  • Build time: Sets the Build time factor (affects Spec Op time as well, 1x is normal speed, 2x means everything takes twice as long to build)
  • Start Server: Starts the server. To be able to connect to this server, the firewall / router has to open / route ports 60000 and 60001 to this device.
  • Publish Server: Toogles server publishing. If set to “yes” the server is registered on the master server and all players around the world can see and join it.
  • Map Info: Shows the map info page on this website
  • Map: Touching the map text, image or #players or map name will switch the map. If you have not purchased a map it will be shown and you can purchase it (the start game button will be gone). If you purchased a map you have to download it, the Start Game button will change to a download button.
  • Back: Back to multiplayer menu

menu_mp_host

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Waiting Room Menu

You are dropped here to wait for other players joining the server. The game will start when all players are on the server and have set there state to “Ready” (shown in the player list)

  • Set Ready!: Toogles your ready state.
  • Player list: Touch your player color to change your player color.
  • Chat: Touch “Type:” to enter text that should be send to other players on the server
  • Back: Return to main menu (disconnect from server and shutdown the server if you created it).

menu_mp_waitingroom

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Join LAN Game Menu

Shows a list of available LAN Servers. Only servers running the same version of the game are listed.

  • Yellow: If you don’t have yet downloaded the map selected on the server you can download it (if you own it).
  • Green: Servers is available and you can connect to it.
  • Red: Server has a connection problem and you can’t connect.
  • Back: Return to multiplayer menu.
  • Connect to server: Connects you to the server and moves you to the waiting room.

menu_mp_lan

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Join Direct IP Menu

Allows you to specify a LAN Server IP (in case LAN Server discovery does not work using the Join LAN Game Menu). Another player has to host a server in the LAN (with “publish server” disabled).

  • IP: Touch to enter a LAN IP. The game will try to connect to the server and list it if it is available.
  • Back: Back to multiplayer menu

menu_mp_directip

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Join Public Game Menu

Shows a list of available public servers. Only servers running the same version of the game are listed (and the server has to have the publish setting enabled).

  • If you touch a server in the list the server is pinged and the color will change.
  • Yellow: If you don’t have yet downloaded the map selected on the server you can download it (if you own it).
  • Green: Servers is available and you can connect to it.
  • Red: Server has a connection problem and you can’t connect.
  • Back: Return to multiplayer menu.
  • Reload: Retrieves the current public server list from the master server.
  • Connect to server: Connects you to the server and moves you to the waiting room
  • There is a number of servers running which are managed by Luminence Labs for public games.

menu_mp_publicservers

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Public Chat Menu

The public chat is IRC based an running on IRC.FOONETIC.NET:6667 on Channel #PY

  • The left column shows the players currently chatting
  • The chat history is shown in the center
  • Type: Touch to enter chat text
  • Back: Back to multiplayer menu

menu_mp_publicchat

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Ingame Menu

Once you are playing a game you will enter the ingame menu when pressing the back or menu buttons:

  • Save Game: Go to save game menu
  • Options: Go to ingame options menu (with some settings disabled while ingame)
  • Surrender: Surrender the game, show aftermath
  • Back: Back to the running game

menu_ingame_main

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Save Game Menu

Allows you to save the current game state. You can load it later.

  • Slots: Touching one of the slots will overwrite the slot savegame and go back to the ingame menu
  • Back: Back to the ingame menu

menu_savegame

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Statistics and Aftermath Menu

Shows statistics for all players.

  • Units destroyed: # of destroyed units by player
  • Units built: # units built by player
  • Max level: maximum brain level
  • XP gained: xp gained by all brains
  • Damage taken: sum of all damage taken
  • Damage dealt: sum of all damage dealt
  • Spec Ops done: # of spec ops performed
  • Crates picked: # crates picked by player
  • Sector own time: sums up the time the player holds sectors
  • Score: Shows the current achieved score

menu_statistics

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Basic strategy

The following things will give some little help on finding the proper strategy:

  • Keep your production running!
    Capture sectors to increase your HQ RoboBrain production speed.
  • Arm and guard your turrets!
    Turrets do a lot of damage and have huge range. But they have a minimum range so it is important that you have a unit nearby to protect them against units getting to close. Pick the proper turret weapon for each turret.
  • Level and protect your brains!
    Brains gain experience, you can level them up and you should do that immediately. Don’t lose your skilled brains! The can make the difference between victory and defeat. Try to use training centers to train RoboBrains you do not need in battle atm.
  • Decide wisely!
    Conquering a sector takes time and protecting it binds forces. Pick the sectors you want to own wisely.
  • Know the map!
    You should explore the map with your units to get important information about the area. Spotters are very good at this and they can spot invisible units. You should have at least one spotter. Furthermore this helps a lot on deciding wisely 🙂

Advanced Game Concepts

Strategic view

When zooming out, you will reach a point where the zooming stops. If you zoom out again the view will change to the strategic view. You will see the sectors in the owners color and units and buildings are visible only as colored icons.

This gives a quick overview of the current situation. Try to check the strategic view occasionally so you don’t get surprised by the enemy.

ingame_strategicview

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Minimap

The minimap is shown in the lower left corner. It is not visible during strategic view but shows the same content as the strategic view.

You can toggle its visibility and size in the Options Menu.

The  current camera field of view is marked with a white border on the minimap.

Next to the minimap is a compass rose which is really useful e.g. during the campaign.

The minimap rotates when you rotate the view (by draging the game titlebar).

When you touch the minimap, the camera scrolls to the touched position.

ingame_minimap

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Information screen

Pressing the information button on the lower side of the screen:

infobutton

when a unit or building is selected will show up the information screen for that entity:

It will give you a short description about the unit or building and information about all of it’s features.

E.g. the following data is given:

  • Description
  • Max. velocity and acceleration
  • Turnrate
  • Weaponrange
  • Armor
  • Level and XP
  • A list of all individual weapon systems

To dismiss the screen just touch anywhere.

infoscreen

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Groups

Grouping units is very important when you have a lot of them. Without it, it is very hard to manage your army. You should always use groups!

Units can be part of multiple groups.

Adding Units to a Group

To add units to a group:

  1. Just select one or more units which are not in the group they should joing
  2. Touch long (>0.5 seconds) on one of the group buttons on the right side and the selection will be added to that group.

If all selected units have already been in that group they will be removed from the group!

Remove Units from a Group

To remove units from a group:

  1. Just select one or more units which are in the group from which they should be removed
  2. Touch long (>0.5 seconds) on the group button of the group from which you want to remove the units.

If any selected unit has not been in the group, all selected units will be added to the group!

Recalling Groups

To select a group, just do a short touch on one of the group buttons you used to store a group and all units of that group will be selected. The group button color will change to violet.

If you touch the same group button again with a short touch, the camera will scroll to the first unit of that group.

grouping

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Rally Points

Rally points give you the opportunity to automate some tasks.

All production buildings have the possibilty to set rally points. When a rally point is set, a unit produced by that building will immediately go to the rally point after it is produced.

To set a rally point:

  1. Select the building
  2. Long touch on:
    • … empty map position: Set Rally Point to map position. The new unit will move to that position.
    • … a building: Set Rally Point to that building. E.g. from HQ to some production building, then new RoboBrains will directly go to that building.
    • … a unit: Set Rally Point to that unit. The new unit will move to that unit. If the unit is part of a group, the new unit will join that group as well. If the target unit is selected, the new unit will join the selection.
    • … a group button: Set Rally Point to that group. The new unit will join the group.

setrally

Turrets

Turrets are fixed defense installations and turrets can not be destroyed! Only the brain inside the turret and the turret weapon can be destroyed!

Only the sector owner can use the turrets of a sector. When the sector changes its owner, the brains will be thrown out of their turrets.

You can change the turret weapon if a RoboBrain is inside the turret. Changing weapons is the same procedure as changing the production of production buildings:

turretsWhen a turret is attacked, the weapon and the RoboBrain receive damage. When the weapon is destroyed or changed AND and RoboBrain is inside the turret, a new weapon is build (takes some time).

There are three weapon options:

  • Twin pulse laser (strong, short range, laser damage)
  • Twin laser (weaker, medium range, laser damage)
  • Rocket launcher (weaker, splash damage, long range, projectile damage)

A turret without weapon does not provide any armor for the RoboBrain inside. You have to protect it.

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Cloaked Units

Some units in the game have the ability to cloak themselves (e.g. Landmines and Cloak Suits).

Cloaked units are normally invisible to the enemy.

Cloaked units will become visible to the enemy if:

  • The cloaked unit is spotted by an enemy Spotter UAV
  • The cloaked unit attacks
  • The cloaked unit tries to capture a flag (Cloak Suit, Landmines can not captures flags)

Cloaked units are always visible to teammates.

Stunning

Some units have the ability to stun other units (e.g. the EMP Tank).

The EMP Tank EMP wave will hit all units, even your own and teammates. The stun duration depends on the distance to the EMP Tank, the closer the longer.

There are units which are EMP resistant (e.g. the EMP Tank itself, the Spider).

Stunned units can not move and can not attack.

Stun will disappear after a few seconds.

Spec Ops

The spec ops building offers a variety of special operations to perform on your command. It behaves like a production building which means that a spec op is prepared all the time as long as a RoboBrain is inside the spec op building. You can select the spec op in the same way as you select a unit to produce in a factory.

Spec Ops consume a RoboBrain when you place the spec op! The more experienced the RoboBrain consumed, the stronger the spec op.

The following spec ops are available:

Airstrike

To command this you select the spec op building, then you click somewhere on the map. A few seconds later a bomber will come in and unload mayhem on that area. Three bombs are dropped which will damage all units in that area, either your own, neutral or enemy.

The more experienced the RoboBrain, the more bombs are dropped.

specop_airstrike

Crate drop

To command this you select the spec op building, then you click somewhere on the map. A few seconds later a bomber will come in and drop a crate at that position. As it is with crates, you don’t know what’s inside – surprise!

The RoboBrain experience has no impact.

specop_crate

Reinforcements

To command this you select the spec op building, then you click somewhere on the map. A few seconds later a transport will come in and unload a few soldier brains to support your army.

The more experienced the RoboBrain, the more units are dropped.

specop_airdrop

Mine Drop

To command this you select the spec op building, then you click somewhere on the map. A few seconds later a bomber will come in and drop a number of mines at that spot.

The more experienced the RoboBrain, the more mines are dropped.

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Crates

If you enabled crates in the game settings, randomly a bomber will show up and drop a crate somewhere on the map. Crates bring a little random stuff to the game as no one knows whats inside. The following possibilites exist:

  • XP Bonus: Unit will gain 50 XP
  • Heal: Unit is completely healt
  • Invulnerability: Unit becomes invulnerable for 60 seconds
  • Trap: The crate explodes, doing 400 damage to nearby units
  • Airstrike: An airstrike is called in at the crate position, you should run away
  • Unit drop: A random unit is dropped at the crate position (49% Spider, 21% Scorpion, 6% Repair Unit, 9% Heavy Tank, 15% Rocket Tank)
  • Brain drop: A random brain is dropped at the crate position (20% Robo Brain, 32% Bomb Brain, 48% two Soldier Brains)

To collect a crate just get close enough with one of your units!

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Repair

There are two possibilites to repair your units in the game: The repair bay building and the repair unit. Both act in a similiar way: They will repair units in their proximity. The repair bay has a bigger area of influence and a higher repair rate, but the repair unit can move around. A unit which is under repair shows green plus signs floating away from it.

healing

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Research – Science Lab

The science lab gives you the ability to research different technologies. Technology research is like production. Long touch the science lab to show and select the tech you want to research. Tech details are displayed in the top bar.

To research a technology, a RoboBrain has to be in the science lab. On research completion the RoboBrain is consumed. Techs have global effect and are instantly applied to all suitable buildings/units when researched.

The following techs are researchable:

NameEffectResearch Time
Basic researchno direct effect45 s
Titanium armorheavy units laser und projectile armor +20%90 s
Uranium armorall units laser und projectile armor +25%120 s
Ion thrusterslight units speed, acc +10%90 s
Antigrav efficiencyall units speed, acc +15%120 s
Efficient streamlineranged units range +10%90 s
Vacuum encapsulationall units range +15%120 s
Upgraded componentslight units health +20%90 s
Enhanced durabilityall units health +30%120 s
Assembly linessuits build time -10%90 s
Self-forming materialsall units build time -15%120 s
Iridium cageall units brain armor +20%120 s
Photon efficiencyshields radius +25%120 s
Simulator studiesops brain level +590 s
Advanced simulator studiesops brain level +10120 s
Hybride simulationsops brain level +15120 s
Stationary aiming upgradeturrets damage +15%90 s
Hardened alloysprojectiles damage +15%120 s
Aiming software updateall units damage +20%120 s
Advanced researchno direct effect90 s
Enhanced electromagnetic impactemp stun duration +50%120 s
Bug exploitinghacker hacking time -30%120 s
Magnetic field disruptionheavy units emp resistance120 s
Miniaturized field disruptorall units emp resistance180 s
Debugging toolsall units hacking time required +300%180 s
Research Booster Iscience facility research time -15%120 s
Research Booster IIscience facility research time -30%120 s
Research Booster IIIscience facility research time -50%180 s
Ingenious researchno direct effect120 s
Abstract researchno direct effect120 s
Parallelized simulationsops brain level 25 (max)180 s
Platinum cageall units brain armor +40%180 s
Reprogrammed laser functionsLaser weapons range +10%120 s

Most techs require to already have researched some other techs. The tech tree is shown here:

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Hold Position

Usually units that are attacked try to engage the attacker. If you don’t want that that your units follow the enemy units you can order them to hold their position.

Just select a unit and then toogle hold position mode using the button with the “STOP” text:

holdpos

If the button is grey, the unit is on watch and will engange nearby enemies and follow them when attacked.

If the button is red, the unit is in hold position mode and will not move, even when attacked.

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Deploying

Some units (e.g. the rocket launcher) can not fire their weapon while moving around. To fire they have to stop and deploy their main weapon system. This will take time, so it is wise to use these units only with support.

deploy

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Hacking

Some units have to ability to hack other units (e.g. the Hacker Suit).

The Hacker Suit hacks other RoboBrains, even if they are inside vehicles.

When the hacking progress reaches 100%, the other unit changes its owner and now belongs to the owner of the hacker unit. The hacked RoboBrains keeps its XP and Level Ups! This makes the hacker unit very powerful.

The hacking process will reset to 0% if:

  • The hacking target is changed
  • The hacker is hit by an EMP wave

The time required for hacking depends on the target unit. Bigger units usually take longer time to hack. E.g.:

  • RoboBrain: hacked 14% per second
  • Soldier Suit: hacked 11.6% per second
  • EMP Tank: hacked 6.3% per second
  • Heavy Tank: hacked 3.8% per second
  • ÜberBrain: hacked 2.3% per second
  • Hacker Suit: not hackable

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Event bar

On the left side of the screen is the event bar. Whenever a certain event happens, an icon will pop up on the upper side of the bar, moving older events downwards. To scroll to the source of the event, just touch the event once.

The number next to the event is a counter for the number of stacked events of the same type. E.g. here the 5 means there were 5 RoboBrains produced recently.

eventbar

Some events have higher priority than others. E.g. sector events are on top, production events have lowest priority.

You can select which events should be displayed in the Options Menu.

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Difficulty Levels

The different difficulty levels have the following effects (from easiest to hardest):

LevelNameAI production timeAI weapon damageAI unit armorAI initial brain XP
0 Noob 300% 30%
 30% 0
1 Never played RTS 200% 50%
 50% 0
2 My last RTS: Dune 2 130% 80% 80% 0
3 Played RTS recently 100% 100% 100% 0
4 I'm a little pro 75% 130% 130% 45
5 No AI can beat me 60% 150% 150% 85
6 Chuck Norris 40% 200% 200% 100

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Aftermath

When the game ends (either if you lose or win) the aftermath screen is presented which gives information about the game. The individual entries should be self-explaining. For details check the menu section / statistics above.

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